57 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
///////////
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//Trash Talk Script v1.0
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///////////
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//This script rolls 1d10 and allows a NPC to speak based on
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//Which statement the number belongs to.
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///////////
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//Script by Lenkyl Greatstorm
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//Date Created: 6/24/02
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///////////
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string sSayThis;
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int iTalkVolume = TALKVOLUME_TALK;
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int iRollTen = d10(1);
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int iTalkFlag = 0;
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void main()
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{
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if(d100(1) > 71)            //Gives this script a 30% chance of completing
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    {                       //Its execution.  Call it my anti-spam code.  (c:
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    if(iRollTen != 0)       //Just in case a 0 slips in though I don't think
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        {                   //It's possible.
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        switch(iRollTen)    //Jump to the rolled statement number.
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            {
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            case 1:
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            sSayThis = "So what do you guys think?";
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            break;
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            case 2:
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            sSayThis = "If you want to come with me, I will be going in a couple days.";
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            break;
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            case 3:
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            sSayThis = "He was supposed to cast a spell to identify the item...not destroy it.";
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            break;
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            case 4:
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            sSayThis = "Those ogres have people caged up.  Dinner I guess.";
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            break;
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            case 5:
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            sSayThis = "We were swimming, and when we came back on shore, there was a water ely standing between us and our gear.";
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            break;
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            case 6:
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            sSayThis = "I got it from this inn, in Elidor.";
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            break;
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            case 7:
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            sSayThis = "We could never get to the top to face Reonyc.";
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            break;
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            case 8:
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            sSayThis = "He goes in the cave.  Moments later, he comes out with that ogre's head in his hand.";
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            break;
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            case 9:
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            sSayThis = "Do you know what I did then?";
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            break;
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            case 10:
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            sSayThis = "He should be here soon I would think.";
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            break;
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            } //End Switch Statement
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        SpeakString(sSayThis, iTalkVolume);       //Make the NPC talk
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        }  //End If Statement
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    }  //End If Statement
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}  //End Main
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